Royal Rumble Rules

Listed here are the relevant sections of the multiplayer rules as posted on the Comic Images site with reguards to the Royal Rumble format.

SECTION ONE

First let.s establish some things:
  • Multiplayer is designed to be a little faster than other Singles formats. Just like in real WWE matches, Superstars are capable of amazing things when they do battle in greater numbers.
  • We will deal with anything here that is different from the normal rules. If it.s not mentioned here, assume the rule is the same as for normal singles competition.
  • Some Superstars, strategies and cards are going to be significantly stronger, and others significantly weaker. Getting over this now is crucial if you want to have some fun.
  1. Everybody is considered your opponent, unless stated otherwise.
  2. Maneuvers can only be played against your opponents. You can.t get cheap Fortitude by beaning your own partner with a kendo stick.
  3. When playing a Maneuver, you must declare which of your opponents you are playing it against. This is done in Step 1 of the Timing Breakdown, basically as soon as you name the Maneuver you are playing.
  4. If a card says .can only be played after. it must target the same opponent the original card targeted (if applicable.) That means if you Pump Kick Jeff Hardy, you can.t play a Knee Smash on Matt. This rule is not affected by any card that removes the .can only be played after. text.
  5. If you control an effect that reacts when an opponent plays a card type (such as Brahma Bull, or the Superstar Abilities of Raven, Crippler or Jamie Noble) the effect will only trigger if the card is played naming you as the target. (EG, Raven won.t draw a card if Matt punches Jeff in the face.)
  6. The win condition is specified at the beginning of the match. Either the first pinfall wins the match, or each player is eliminated when they are pinned.
  7. Fortitude is kept no matter who it was generated against.
  8. If a player is eliminated, all of that players cards leaves the game as well. This rule ignores the Permanent trait.
  9. Play starts with the highest Superstar Value and proceeds clockwise.
  10. Any player may reverse an Action or Activated Card Effect. The choice of whether or not to reverse is made starting with the opponent to the left of the player playing the card or ACE and continues clockwise. No matter which opponent reverses the Action, play continues clockwise as normal.
  11. When a player's turn ends, the player to his left starts the next turn.
  12. Effects that reveal a player's hand only reveals it to the player who is controlling the effect (not all of the players. For example, Kane plays Commissioner Rules on Jeff Hardy. Spike Dudley won't see what Kane sees in Jeff's hand.)
  13. Effects that require a choice (Commissioner Rules, Twisted Smile) only affect one chosen player. Effects that do not require a choice (Kane, Stratusphere) affect all players.
(C) Keycon 2005. Site maintained by Will Smith and Curtis Schmidt.